Setting Information

(Note from Sletchman: For authenticity, please read the following in Ron Perlman's Voice, because the little details are important.)

War. War never changes.

Since the dawn of human kind, when our ancestors first discovered the killing power of rock and bone, blood has been spilled in the name of everything: from God to justice to simple, psychotic rage.

The Romans waged war to gather slaves and wealth. Spain built an empire from its lust for gold and territory. Hitler shaped a battered Germany into an economic superpower.

But war never changes.

In the 21st century, war was still waged over the resources that could be acquired. Only this time, the spoils of war were also its weapons: Petroleum and Uranium. For these resources, China would invade Alaska, the US would annex Canada, and the European Commonwealth would dissolve into quarrelling, bickering nation-states, bent on controlling the last remaining resources on Earth.

In 2077, the end of the world occurred pretty much as we had predicted. Too many humans, not enough space or resources to go around. The details are trivial and pointless, the reasons, as always, purely human ones.

The earth was nearly wiped clean of life. A great cleansing, an atomic spark struck by human hands, quickly raged out of control. Spears of nuclear fire rained from the skies. Continents were swallowed in flames and fell beneath the boiling oceans. Humanity was almost extinguished, their spirits becoming part of the background radiation that blanketed the earth.

A quiet darkness fell across the planet, lasting many years. Few survived the devastation. Some had been fortunate enough to reach safety, taking shelter in great underground vaults. When the great darkness passed, these vaults opened, and their inhabitants emerged to begin their lives again.

It was not, as some had predicted, the end of the world. Instead, the apocalypse was simply the prologue to another bloody chapter of human history.

As decades passed, survivors and former vault dwellers began to carve a new world from the destroyed remnants of the old. New towns, colonies, and alliances were built up and destroyed anew. Some of the survivors became gangs, raiders and slavers; travelling the wastelands and preying on those unable to defend themselves - humanity's thirst for death had not been quenched by it's near total destruction. Others worked to preserve that which humanity had built before, a brotherhood dedicated to the preservation of old world wonders.

Races of Fallout

Ghoul

15 Points

Ghouls, or necrotic post-humans, are decrepit and zombie-like mutants. They are victims of heavy radiation poisoning which results in their skin decaying and, paradoxically, seems to halt the aging process. While exposure to high levels of radiation typically results in sickness and then death; an unknown genetic x-factor leads some people to mutate into Ghouls. Ghouls are quite hardy, and nearly immune to radiation - unlike regular humans, who get sick from radiation, ghouls suffer no ill effects from lower doses. However, higher doses, enough to kill a human, damages their brain and eventually drives them into an animalistic and feral state.

Robot: Protectron

68 Points

Created by the RobCo corporation, protectron robots were designed for automatic security and protection, although they were also used in a manual labour role as well. Typically used in office-type settings, their secondary programming is modular, making them useful as greeters, ticket collectors, bartenders, celebrity or historical figure impersonators, and (for owners with "unique" proclivities) even sexual partners. Protectrons are somewhat slow and lumbering, compared to humans or more sophisticated robot models, but they also have fully articulated hands, allowing them to do jobs that many other robot models cannot.

Super Mutant

15 Points

Average Super Mutants stand approximately 10 feet tall (although they typically stand with hunched backs that reduce them to about 8 feet) and weigh around 800 pounds, possibly even more. Their skin colour is predominately greyish green, although some mutants with other skin colours also exist (usually due to mutation of the FEV strain they are affected by). Their skin is extremely tough, and their muscle and bone structure are enhanced well beyond the human norm.

Footwear

TL

Armour

Location

DR

Cost

Weight

Notes

5

Boots

feet

2

$80

3 lbs

[1, 2]

7

Boots, Combat

feet

6/2

$250

3 lbs

[2, 3]

Notes:
[1] Flexible.
[2] Gives +1 to kicking damage.
[3] Split DR: Use the higher DR when (in the GM's opinion) the boot's still cap would provide additional protection, or when an attack comes from beneath the foot.

Power Armour

TL

Armour

Location

DR

Cost

Weight

Notes

10

Enclave Power Armour

all

120/80

150,000

220 lbs

[1]

9

T-45d Power Armour

all

70/50

80,000

150 lbs

[1]

10

T-51b Power Armour

all

105/75

110,000

180 lbs

[1]

10

Tesla Pattern Power Armour

all

150/100

200,000

300 lbs

[1]

Notes:
[1] Split DR: Use the higher value for attacks targeting the Torso; use the lower value for all other areas.

Notes:
[1] Takes one Ready maneuver to draw the grenade and a second Ready maneuver to pull the pin. Detonates 2-4 seconds later, depending on grenade type.
[2] Takes a Ready maneuver to light the fuse (impossible in rain, etc.) – or five Ready maneuvers if you must insert the fuse first! A Molotov cocktail shatters on impact; a blackpowder grenade detonates 3-5 seconds later, depending on fuse length.
[3] Anything electrical (or anyone with the Electrical disadvantage) in the radius of the special effect (below) must make a HT-8 (2) resistance roll or be knocked out of action for seconds equal to the margin of failure. Robots become unconscious, while total cyborgs suffer the Seizure incapacitating condition (p. 429), ignoring FP loss if they have the Machine meta-trait.

Notes:
[1] Can be thrown. See Muscle-Powered Ranged Weapon Table.
[2] Inflicts punch damage in addition to bullet damage. Uses a Shotgun Shell and takes 2 Seconds to reload.
[3] Claws don’t affect damage with this weapon.
[4] Uses an SEC for power, which provides 15 hits. Failed attack attempts also use power.
[5] Uses an SEC for power, which provides 25 hits. Failed attack attempts also use power.
[6] Noisy! Runs for one hour on an SEC.
[7] Has a hollow handle designed to hold basic survival equipment (typically a firestarter kit), with a compass incorporated into the handle's screwcap.
[8] Can also be used as Brass Knuckles.
[9] Noisy! Runs for two hours on an MFC.
[10] With a Ready maneuver, the wielder can switch from the blade to the spike and use it as a warhammer. Gives +1 (quality) to Forced Entry skill.
[11] Uses an MFC for power, which provides 25 hits. Failed attack attempts also use power.

Muscle Powered Ranged Weapons

TL

Weapon

Damage

Acc

Range

Weight

RoF

Shots

ST

Bulk

Cost

Notes

Bow (DX-5)

1

Composite Bow

thr+3 imp

3

x20/x25

4/0.1 lbs

1

1(2)

10†

-7

$900

7

Compound Bow, Large

thr+3 imp

3

x20/x25

4/0.1 lbs

1

1(2)

10†

-7

$1,800

[1]

7

Compound Bow, Short

thr imp

1

x10/x15

2/0.1 lbs

1

1(2)

10†

-6

$100

[1]

1

Short Bow

thr imp

1

x10/x15

2/0.1 lbs

1

1(2)

10†

-6

$50

Crossbow (DX-4)

7

Compound Crossbow

thr+4 imp

4

x20/x25

6/0.1 lbs

1

1(4)

7†

-6

$300

[1]

2

Crossbow

thr+4 imp

4

x20/x25

6/0.1 lbs

1

1(4)

7†

-6

$150

Thrown Weapon (Axe) (DX-4)

1

Hatchet

sw cut

1

x1.5/x2.5

2 lbs

1

T(1)

8

-2

$40

1

Throwing Axe

sw+2 cut

2

x1/x1.5

4 lbs

1

T(1)

11

-3

$60

Thrown Weapon (Knife) (DX-4)

1

Throwing Knife

thr-1 imp

1

x0.5/x1

0.5 lbs

1

T(1)

5

-1

$30

Thrown Weapon (Spear) (DX-4)

1

Javelin

thr+1 imp

3

x1.5/x2.5

2 lbs

1

T(1)

6

-4

$30

1

Spear

thr+3 imp

2

x1/x1.5

4 lbs

1

T(1)

9

-6

$40

Notes:
[1] +2 to ST for damage and range without increasing draw strength.

Pistol and SMG

TL

Weapon

Damage

Acc

Range

Weight

RoF

Shots

ST

Bulk

Rcl

Cost

Notes

Guns (Pistol) (DX-4, or most other Guns at -2)

7

Auto Pistol, .22 LR

1d+1 pi-

2

70/1,400

2.5/0.4 lbs

3

9+1(3)

9

-2

2

$300

6

Auto Pistol, .45ACP

2d pi+

2

150/1,600

3/0.5 lbs

3

7+1(3)

10

-2

3

$850

7

Auto Pistol, 9mm

2d+2 pi

2

160/1,800

2.5/0.5 lbs

3

13+1(3)

9

-2

2

$750

7

Auto Pistol, 10mm

2d+2 pi+

2

175/2,000

3/0.5 lbs

3

10+1(3)

11

-3

2

$600

10

Gauss Pistol, 3mm

1d(3) pi-

2

100/300

2 lbs/SEC

4

25(3)

9

-2

2

$1,500

6

Revolver, .357 Magnum

3d pi

2

190/2,100

3/0.2 lbs

3

6(3i)

10

-2

3

$600

6

Revolver, .44 Magnum

3d+2 pi+

2

210/2,300

3.3/0.3 lbs

3

6(3i)

11

-3

4

$800

Guns (SMG) (DX-4, or most other Guns at -2)

6

SMG, .45ACP

2d+1 pi+

4

160/1,700

15/5 lbs

13

50+1(3)

10†

-5

2

$800

7

SMG, 9mm

3d-1 pi

3

170/1,900

8/1.5 lbs

9

32+1(3)

8†

-3

2

$450

7

SMG, 10mm

3d pi+

2

200/2,100

5/1.5 lbs

10

30+1(3)

11†

-4

2

$900

Rifle and Shotgun

TL

Weapon

Damage

Acc

Range

Weight

RoF

Shots

ST

Bulk

Rcl

Cost

Notes

Guns (Rifle) (DX-4 or most other Guns at -2)

8

Assault Rifle, 5.56mm

4d+2 pi

4

750/2,900

7.3/1 lbs

15

30+1(3)

9†

-4

2

$950

8

Assault Rifle, 7.62mm

6d+2 pi

5

850/3,750

11.4/1.7 lbs

10

20+1(3)

10†

-5

3

$1,500

10

Gauss Rifle, 3mm

5d(3) pi-

6

1200/4,800

8.5 lbs/MFC

4

25(3)

8†

-4

2

$15,000

6

Hunting Rifle, .32

2d+1 pi

4

300/2,200

9.2/1 lbs

1

5+1(3)

9†

-5

2

$420

5

Railway Rifle

3d imp

3

200/2,500

9/6 lbs

2

8+1(3i)

10†

-4

3

$1,000

8

Sniper Rifle, .308

7d pi

6

1,000/4,200

15/1 lbs

1

10+1

11B†

-6

3

$4,700

8

Sniper Rifle, .50 BMG

6dx2 pi+

6

1,700/6,500

35/4.4 lbs

1

10+1(3)

13B†

-7

3

$7,500

7

Varmint Rifle, .22 LR

1d+2 pi-

3

80/1,400

3.1/0.3 lbs

3

8+1(3)

7†

-4

2

$150

Guns (Shotgun) (DX-4, or most other Guns at -2)

8

Shotgun, Combat

1d+1 pi

3

40/800

10.6/1.3 lbs

3x9

12(3)

11†

-5

1/4

$950

[1]

5

Shotgun, Double

1d+1 pi

3

40/800

10.6/0.2 lbs

2x9

2(3i)

11†

-5

1/4

$250

[1]

6

Shotgun, Pump

1d+1 pi

3

40/800

10.6/0.6 lbs

2x9

6+1(3i)

11†

-5

1/4

$450

[1]

Notes:
[1] The first recoil figure is for Shot, the second for Slugs. When firing Slugs, the damage becomes 4d+4 pi++.